Scripting Rules/Guidelines:
— A script instruction must occupy a line.
— () front is the instructionname(no spaces) between commands and parenthesis. IE: MOVETO(x,y,z)
— () The center is the instruction parameter
— Must save file in Unicode format!
— IDs to obtain Item IDs, just go on this or this page. Enter your wanted item and you get ID of them. IE: Want Sword of Valhalla Blade, enter this to one of pages and result:
-http://lineage.pmfun.com/item/4108/Sword-Of-Valhalla-Blade.html
or
-http://l2db.onlinewelten.com/?d=items&id=4108
— Condition judgment instruction,If judges correct executes the next instruction or under with {}the center instruction,
— Otherwise can jump over to the next instruction under or jumps over continuing on with the script.
COMMANDS:
MOVETO(x,Y,Z)
Moves to x,Y,Z. You can check your posistion by clicking: SETUP | OPTION - Pathing | .Cur
NPCSEL(name[ID=x])
Chooses NPC. Can select an NPC within the field of range. Noticed that you can select them even if you don't use ID. IE: NPCSEL(Sovin)
NPCDLG(name[ID=x])
With NPC dialogue. Opens up the dialog the NPC has.
USESKILL (name [ID=x], SELF|PLAYER|PARTY|NPC|PET, Target)
Example: USESKILL(Battle Heal, PLAYER, SE)
Note: It doesn't require ID's
Set(L2WALKER, ENABLE|DISABLE)
How it works: Disables/Enables feaures except the script function within L2Walker. Things like auto buff, auto follow, auto fish would quit working if disabled.
Set(RANGETYPE, RAND)
How it works: Your character will aimlessly attack the nearest monster, no matter how far the radii is.
Set(RANGETYPE, STARTPOS, radii)
How it works: First monster attacked is the central point. Anything outside the radii would not be attacked. Disables all other kinds of ranges.
Set(RANGETYPE, DEFPOS, x, y, z, radii)
How it works: Pre-sets the central point with radii. Anything outside the radii would not be attacked. Disables all other kinds of ranges.
Set(RANGETYPE, DEFRANGE)
How it works: Uses Ranges. Disables all other kinds of ranges.
Set(DEFRANGE, ADD, x, y, z)
How it works: Adds another Range Point to a specific location.
Set(DEFRANGE, CLEAR)
How it works: Clears all added Ranges.
Set(RANGETYPE, DEFPATH)
How it works: Uses Paths. Disables all other kinds of ranges.
Set(DEFPATH, ADD, x, y, z, radii)
How it works: Adds another Range Point to a specific location.
Set(DEFPATH, CLEAR)
How it works: Clears all added Paths.
Set(MON, ATTACK|NOATTACK|ATTACK ONE, Name [ ID=n ]; Name1 [ ID=n ]; |*)
How it works: Seems to crash L2Walker everytime its used. It might REQUIRE ID numbers unlike the rest.
Set(ITEM, PICK|NOPICK|SAVE, Name [ ID=n ]; Name1 [ ID=n ]; |*)
DLGSEL(name)
Dialogue choice. Look for certain words in dialog and select.
GOHOME()
Return to nearest town on death.
SAY(writing)
Speaks generally. Anyone in game can view.
MSG(writing)
Outside hangs the prompt, Only you can see.
UseItem(name[ID=x])
Uses the stage prop. ID is not required.
BuyItem(name [ ID=x ],Quantity)
Purchase goods. ID is required.
SellItem(name [ ID=x ],Quantity)
Sell goods. ID is required.
SaveItem(name [ ID=x ],Quantity)
No Clue what this is used for.
LoadItem(name [ ID=x ],Quantity)
No Clue what this is used for.
ChangeWaitType(x)
The character stands or sits down
StrInDlg(dialogue writing)
Judges in the NPC dialogue dialog box whether has the writing which assigns
StrNotInDlg (dialogue writing)
Judges in the NPC dialogue dialog box whether it doesn't have assigned writing
CharStatus([ CHP|CMP|HP|MP|WEIGHT|LV|SP|RACE|STAND ],[ >=|>|==|!=|<|<=],Num)
Character condition judgment.
HP,MP,WEIGHT: is a percentage
CHP,CMP: Health current actual value
WEIGHT: is carries a heavy load the percentage
LV: Your Level
RACE: manner race (human=0, Demon=1,Dark Elf=2, Elf=3, Dwarf=4)
STAND:STAND==1 is standing and STAND==0 is sitting
PosInRange(x,Y,Z,Range)
Examines the character current coordinates whether by x,Y,Z is central point range is in the radius center of a circle
PosOutRange(x,Y,Z,Range)
Examines the character current coordinates whether by x,Y,Z is central point range is outside the radius center of a circle
ItemCount(name[ID=x],* ,Count)
>= Greater than or equal to
> Greater than
== Equal to
!= Does not equal
< Less than
<= Less than or equal to
Assigns the name or the ID stage prop quantity compared with thecharacter body on whether does satisfy the condition
CALL(LABEL name)
Transfers the LABEL marking the label address execution,Carries out returns, Must have to have the RETURN instruction
useskill (name[ID=x]) —> Something isn't working here.
JMP(LABEL name)
Jumps changes to the LABEL marking the label address execution
RETURN()
When CALL transfer must use this to return
EXIT()
Conclusion script movement
DELAY(x)
Retards x millisecond
PAUSE()
Pause the Script
LABEL(Zone)
Definition Zone,Uses for JMP or CALL
SET([ FIGHTSTART|FIGHTSTOP ])
The establishment commencing of action or stops fighting
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